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We’re back at our Swirly Rocks project! Last episode we got an intro into vector math in Houdini and in this one we’ll use our knowledge to build custom forces for our simulation: We’ll get A little overview over how physics solvers deal with forces first and then build our own gravity and noise force for our rocks.

Comments

Yann Verbeke

If our main sphere(s) is not center at the World origin, the 5 points that will be used to set the cyclones do not “normalize” correctly. The constant you set (to multiply the normalize) is the radius of the sphere (0.5) but this doesn’t work if the sphere is not at 0,0,0. Is there a way to tell the Attribute VOP to normalize from the center of the Collider rather the center of the world ? Many thanks for these amazing tutorials ! Yann

Philipp Welsing

Hi Yann, I found a way in VEX, and it's procedural and makes the sphere work anywhere. But the points are twitching when moving along the sphere, probably because the Attrib Noise is moving them so drastically, so Minpos is not as smooth keeping the points onto the sphere as the World Origin / Normalize P solution. If Christopher has an idea that might add to this, it would be greatly appreciated.

Philipp Welsing

Update: I found a pretty simple way in VEX, using a volume of the sphere, Volume Sample and Volume Gradient. I'll send you everything on IG, as I can't post photos here... Cheers!